Clown Crew Deck #769413 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. Clown Crew Flair x3, Ash Blossom & Joyous Spring x3, Ghost Ogre & Snow Rabbit x3. Created Oct 20, 2026 by YGO Mod.

Deck Clown Crew OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
30± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 55
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 55
Going Second 50
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Board of 3000-ATK ritual and boss monsters (Black Chaos, Black Luster Soldier, Nibiru, Dragon that Devours the Dogma) reached through Clown Crew Special Summon and Light and Darkness Ritual lines (Inferred from card text); Clown Crew Biancaviso and Clown Crew Cappello pressure after Tribute and Pendulum summons (Inferred from card text)
  • Turn 1 (going first): Open a Clown Crew starter or searcher (P of at least one archetype-core card in a 5-card hand is about 0.92, Inferred), then extend through Clown Crew Matinee Operatics or Soiree Operations toward a Ritual or Tribute summon
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Effect Veiler, Ghost Belle or Infinite Impermanence for the opponent's first engine, then rebuild with Clown Crew Malabarisme or Rehearsal (Inferred)
  • Recovery: Mind Shuffle and Clown Crew New Face recur Clown Crew cards from the GY; Clown Crew Finale and Malabarisme recover board presence (Inferred)
  • After siding: No side deck is registered, so there is no post-side plan; the deck cannot adapt between games in this export

Why it scores here

The deck is scored as a system, not as an average of its cards. Its archetype core is reliably present (about 92% chance of at least one core card in a 5-card opening hand, Inferred), and 18 searcher-text cards and 14 hand traps give it a plausible route to a live engine and to interaction on the opponent's first play. Interaction is the strongest area (Ash Blossom, Ghost Ogre, Effect Veiler, Ghost Belle, Impermanence, Lightning Storm, Harpie's Feather Duster), and the boss monsters at 3000 ATK provide closing power. Combo conversion and median output could not be measured because no boards were supplied, so those scores are text-only inferences. Popularity did not earn points: the archetype is a real and common build, but that does not make the list strong. The score is capped low because the list runs 3 copies of Ash Blossom & Joyous Spring against an OCG limit of 2, which makes the deck illegal in its format.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype-core card in a 5-card hand) about 0.92 (Inferred); copy counts Clown Crew Flair x3, Rehearsal x3 (Verified)
D2 Opening-Hand Quality & Brick Management 55 14 hand-traps and 18 searcher-text cards support opening hands, but Harpie's Feather Duster, Lightning Storm and Super Polymerization are conditional dead cards (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; best_line unavailable; ceiling inferred from text only, e.g. Black Chaos and Light and Darkness Ritual line (Inferred)
D4 Combo Floor & Median Output 40 No combo median or distribution supplied; floor unknown and scored conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Two-copy Effect Veiler and Ghost Belle plus three-copy Ash and Ghost Ogre give several independent answers (Inferred)
D6 Resource Economy, Recovery & Grind 55 18 searcher-text cards and Mind Shuffle recursion help rebuild; no resource-signature data (Inferred)
D7 End-Board & Interaction Quality 68 Interaction density from 25 removal-text and 12 negation-text cards; Lightning Storm and Spell Shattering Sword add end-board removal (Inferred semantic)
D8 Going-Second & Board-Breaking Power 58 Going-second split not measured; Infinite Impermanence and Feather Duster act as board breakers, with Ghost Ogre and Effect Veiler as hand-trap answers (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss monsters at 3000 ATK (Black Chaos, Black Luster Soldier, Nibiru) and Dragon that Devours the Dogma at 3000 ATK (Verified stats; closing use Inferred)
D10 Main Deck Efficiency & Flexibility 55 57 main cards with 31 distinct names, 10 singletons and 19 zero-level spells; efficient but carries tech slots (Verified composition)
D11 Extra Deck Efficiency & Coverage 58 15 Extra cards, 11 distinct, 7 Fusion and 3 Synchro/Link, with Nerva and Garura not run; mostly flexible Clown Crew options (Verified composition)
D12 Side Deck Adaptability 10 No side deck is registered (side_count 0); no post-side plan can be evaluated (Provisional)
D13 Matchup Coverage & Format Fit 45 No dated meta or tournament link; archetype usage only, not a matchup result (Provisional)
D14 Pilotability & Error Tolerance 50 Chained Ritual, Tribute and Pendulum sequences with several hand-trap choices; moderate decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary with Toolbox weighting for the hand-trap and tech package; no meta sample, so Meta is provisional and D13 is included at its Midrange weight. Structural ≈ 54, Going First ≈ 55, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-6); illegal_cap (-16). Final formula: Illegal cap applied: 0.80*Structural(53.7) + 0.20*TournamentReliability(45) + ContextModifiers(-6) = about 46, capped to 30 because the list violates the OCG copy limit. Theoretical/structural-only score; Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core is almost always present in an opening hand (about 92%, Inferred)
  • 14 hand traps and 12 negation-text cards cover the opponent's first play
  • Three removal or destruction tools (Lightning Storm, Harpie's Feather Duster, Spell Shattering Sword) answer the end board
  • Multiple 3000-ATK ritual and boss monsters give closing power

Weaknesses

  • Illegal in OCG: 3 copies of Ash Blossom & Joyous Spring against a limit of 2
  • No side deck, so no post-side adaptation
  • No combo data, so combo conversion and median output are unmeasured
  • Only one-third of main copies are exact Clown Crew names, which weakens engine coherence

Critical choke points

  • Clown Crew starter density: a hand without any core card is about 8% (Inferred)
  • Ritual and Tribute summon chains depend on Light and Darkness Ritual and Clown Crew names
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring One Clown Crew or hand-trap card of legal count Brings the list under the OCG limit of 2 copies; this is required before any normal score can apply
2 Harpie's Feather Duster or Super Polymerization A Side Deck of 15 cards Adds post-side adaptability, which is absent; the list has zero side cards

Evidence & confidence

  • Verified: Main deck 57 cards, Extra 15, Side 0 (legal size range 40-60 main, 0-15 extra); Ash Blossom & Joyous Spring run 3 vs OCG limit 2 (Semi-Limited); Copy histogram: 10 singletons, 16 two-copy, 5 three-copy
  • Observed: Usage: Clown Crew core cards included at 52-96% inclusion across 23 archetype lists
  • Inferred: Starter and searcher probabilities from hypergeometric draw table; Interaction and hand-trap roles from card text excerpts; Going-first and going-second power from card text and composition
  • Provisional: Meta Power (null, no dated sample); Matchup and format fit (D13); Tournament reliability (no tournament link)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry: going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No side deck registered, so post-side performance cannot be assessed

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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